Release Notes

1.3 Release 1

Bugs Squashed

  • Keyboard events will now work when pulse is loaded through an iframe

Improvements

  • Optimized the plugin system to be more efficient when invoking callbacks
  • Optimized layer rendering

New Features

  • You can now take advantage of the Pulse Physics module, which utilizes Box2d to bring 2d physics to your games
  • Added a parent property to the pulse.Scene object

1.2 Release 1

Filename Changes

  • pulse.debug.js has been changed to pulse.js
  • pulse.debug.js now refers to the full version of the new Debug Panel feature
  • Pulse distributions will now be in this form:

    • [name].js - full version used for debugging
    • [name].min.js - minified version used for released products

Bugs Squashed

  • URLs for Bitmap Fonts can now have query strings
  • Layers can now be hidden/shown via the visible property
  • The parent property on layers is now set when adding it to a scene
  • Engine constructor documentation was corrected to show size as a single object with width/height properties, instead of two separate parameters
  • Texture constructor documentation was corrected to show that a params object is passed and not a string

Improvements

  • Optimized the move method on visual objects

New Features

  • You can now remove plugins from an engine
  • You can now remove assets from asset manager
  • Events can now be bound using obj.on().

    Example:
    mySprite.on(‘click’, function(event){});
  • You can now debug your code more efficiently using the Pulse Debug Panel

    Some key features include:

    • The ability to monitor performance statistics such as the FPS or draw times
    • A simple to use, cross-browser compatible, console
    • Inspect the properties of any node in your game without writing any console calls
    • Visual debugging capabilities so you can see where and what your objects are doing, without needed to add extra drawing code
    • All you have to do is include one file and the panel is ready to use

1.1 Release 2

Bugs Squashed

  • Some non-mouse events will no longer throw an error

1.1 Release 1

Bugs Squashed

  • Bitmap fonts now correctly take letter offset into account
  • Layer canvases will now currently default to the size of their parent
  • The update loop will now only run 20 updates when re-activating an inactive browser tab
  • You can now remove all visual-type objects from layers
  • Click events will no longer fire on hidden nodes
  • Nodes added to layers are not flagged for visual updating
  • Sound assets will no longer throw a loading error
  • pulse.Ready nows handles situations where the body is already loaded

New Features

  • Engines can now be hidden, allowing you to pause all pulse-related logic
  • Added addScene, removeScene, activateScene, and deactivateScene to Engine
  • Layer.removeNode can take in a node object as well as the name of the node
  • Added support for touch events
    • touchstart, touchmove, and touchend are now bindable events
    • mousedown, mousedown, and mouseup events are mapped to their corresponding touch events if touch events are supported
    • click events are also mapped, so you can bind to click on touch devices
  • Added pulse.support.touch that tells you if touch events are supported

1.0 Release 1

API Changes

  • Height and Width have been removed as params for engine and layer constructor.
    Anywhere you have created an engine or layer object you need to convert any width/height params passed into the constructor into a size object, just like you would do for a sprite.

    Example
    var myLayer = new pulse.Layer({ width: 100, height: 100 });
    Becomes
    var myLayer = new pulse.Layer({ size: {width: 100, height: 100}});

Bugs Squashed

  • Layers added to scene after scene has been activated do not show up
  • AssetManager.percentLoaded was not correct in all cases
  • Removed inline iFrame support from engine because it doesn't work properly
  • Lots of smaller fixes

Improvements

  • All size declarations on object params are consistent

New Features

  • Added mouse over and mouse out events
  • Add generic text files asset type
  • If update time is too long we sub divide it to keep everything around 30fps
  • Game window now removes focus from other elements on page when it receives focus
  • Plugin system has been added
  • Added support for negative rotation values
  • Added event to AssetManager for progressChanged
  • Added parent property to node and set it when it's added as a child
  • Added shadow effect properties to visual
  • Added move action for moving sprites over a period of time